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Kjmann

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Posts posted by Kjmann

  1. Ok.  Here is the response from vinscool in playing a sound effect over a channel already playing music in progress.... 

     

    Quote

    VinsCool said..

     

    Yes it's absolutely possible, as long as there is code that keeps track of the sfx playing, and overwrites the POKEY channel that also is playing the music, the SFX will take priority over it, and will play the SFX for as long as it is told to do it.

     

    So in simpler terms: have the music driver run first, then the SFX code run and overwrite the channel that wants a SFX if anything triggered a SFX to play, and the remaining process will be handled by the music driver when it writes out the buffered bytes to the POKEY before playing for another frame, and be hijacked by the SFX once more, and so on.

     

    • Like 3
  2. Hey Vin. We've been talking about the game outrun me and some of my folks originally were working on. In that thread that's subject has come up about playing a sound effect while the song is still playing in just one of the channels and then resume in after the sound is played to the song already in progress. Is this possible? If not at this point is it possible to make the code so that it does this? Please let me know and check out the poll, outrun on A8 discussion thread. Thanks Vin.

  3. 16 minutes ago, Synthpopalooza said:

    As for muting and replaying:  if the music routine could be made smart enough to resume the music at the correct point after the sound fx finish on that channel .... 

     

    I think the person to ask about this would be vinscool. 

     

    I could make my versions of the songs 3 channels, but the harmony would be missing from the songs. 

    Still would probably sound ok, but before we do that, lets ask vinscool about it. 

  4. I think if digital sounds were to be used at 4 kilohertz and done with a very short version of the sounds it would probably work pretty well.  Everything except the engine sound. If I recall the sounds can be played not using every DLI so that the game doesn't have to be stopped to play them.

  5. 1 hour ago, Synthpopalooza said:

    Music wise, may be good to use the SMS vetsion as a reference ... music will need to be 3 channels though unless we can figure how to have sound fx over a playing channel

    Wouldn't it be possible to mute channel one and play a sound effect, then start the channel again? 

    Or how about using some digital sounds the way we did in tempest xtreem?

  6. I will help anyway I can to get this one finished.  After a coder or two and I get it done,  i would like to release it for free ans see if al wants to offer a nice cart version and package to sell in the store for the collectors. Any one is welcome to pitch in on this.  I will post the source code if yall want it. 

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  7. 13 hours ago, VinsCool said:

     

    Hey man, nice to see you again!

    I remember seeing you posting health updates on Facebook recently, I hope you're doing better now 😅

     

    Interesting coincidence about the filter, I had the exact same question asked to me earlier so I'll copy and paste the detailed reply to save myself some time, haha:

     

      Reveal hidden contents

     

     

     

    That worked! Awesome! 

    This is what I have found.

     

    Cmd:   666666

    X:         000000

    Y:         111111

     

    Will give you the original filter sense sound that rmt had when no adjustment was made.

     

     

    Cmd:   666666

    X:         000000

    Y:         101010

     

    Will give you a nice in between of the Pokey synth sound and the Commodore 64 (weeeeemoooow) 

    Sound. 

     

     

    Cmd:   666666

    X:         000000

    Y:         100100

     

    will give you an almost perfect Commodore 64 (weeeeemoooow) sound.

     

     

    • Like 1
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